I made the wall texture and made 2 type of wall : 1 wall very low poly and one other with more subdivisions for the vertex painting.
Textures are hand painted
@Bruno: Are you still working on materials? I feel like your material definition as the opposite issue of mine. I can very much read the metal/non-metal definition, but it looks so clean as if dirt doesn't happen in this bunker.
Yeah, sure! I like to start from clean and then dirtying it up as I feel necessary. If I start from a very dirty state, makes it quite hard for me to achieve proper material definition. But then that's just my own workflow I'd love to hear feedback on anything!
Hey Computron, I'm using one of the default skies in Marmoset.
I'll probably take this into UE4 after I fix a bunch of issues. Here's how it looks right now:
I think right now, a post processing pass could go a long way. (realized this is the june newb challenge... now I am the newb :poly131: lol, just edited this post) Just pull your exposure levels down (not sure what they are called in UE4) and should help level out the light intensities Really nice work man! Maybe some minor material polish is needed to break them up, a tad flat after the transition.
Only last crit would be that typography on the back wall. Its very strong, my eyes immediately go right to it and it creates a compositional tangent with the elements close to it.
is this really a community noob challenge or is it sarcastic? Can I still join?
I hereby dub thee, Sir Noobsalot.
You may now proceed to modeling and texturing this particular arrangement of polygons, as specified by the concept art, chosen by the June Order of the Monthly Noob Challenge Brotherhood.
Thanks for the feedback guys Still working on it!
You're right about the typography, it was bothering me for some reason but I couldn't figure out why. So I took it out for the moment.
I did some smaller tweaking around, fixed material issues, toned down the lighting (I need to use crazy small values to get it looking a bit darker) and started working on a wet floor shader:
Shader is not done yet, it doesn't do anything with the normals so the reflection is a tad noisy.
Pulling the exposure levels down a bit does wonders too I'll be playing with those values a bit until I get a better grasp on how they work.
Thanks for the feedback guys Still working on it!
You're right about the typography, it was bothering me for some reason but I couldn't figure out why. So I took it out for the moment.
I did some smaller tweaking around, fixed material issues, toned down the lighting (I need to use crazy small values to get it looking a bit darker) and started working on a wet floor shader:
Shader is not done yet, it doesn't do anything with the normals so the reflection is a tad noisy.
Pulling the exposure levels down a bit does wonders too I'll be playing with those values a bit until I get a better grasp on how they work.
I really like what you did on the floor
and to everyone great progress haha, I really missed working on this piece but I'm still busy working on another project .
Thanks for the feedback guys Still working on it!
You're right about the typography, it was bothering me for some reason but I couldn't figure out why. So I took it out for the moment.
I did some smaller tweaking around, fixed material issues, toned down the lighting (I need to use crazy small values to get it looking a bit darker) and started working on a wet floor shader:
Shader is not done yet, it doesn't do anything with the normals so the reflection is a tad noisy.
Pulling the exposure levels down a bit does wonders too I'll be playing with those values a bit until I get a better grasp on how they work.
Whoa, how'd you get that nice water/glossy look for the floor? Is this mostly
UDK tweaks?
I really liked this one, I think I'm going to go back and finish it
Hello everyone that gave this challenge a shot, I read through all your posts and admire your work, I understand I am a little late to the party, but I have to do this same challenge for university.
I would love any advice on what programs were best and where to start, I am not really good at 3D but have to learn, no time like the present.
Right now I am using Maya and Unreal, but just could as easily switch to 3ds Max and Unity. I have no loyalty to either program as I am not fluent in any.
I am going to to try to first block it out and find all the assets and objects everyone found on this forum to help with what I can't see or recognise.
Any other help would be much appreciated.
Replies
same texture for 2 objects
512x512
Textures are hand painted
I'm making the tiling textures now, starting with the floor. Will do walls and ceiling next:
I'm still working on mine:
I'll probably take this into UE4 after I fix a bunch of issues. Here's how it looks right now:
Marmoset is doing a fine job in the above screenshot though.
Quite drastic change, so more polishing is needed
Only last crit would be that typography on the back wall. Its very strong, my eyes immediately go right to it and it creates a compositional tangent with the elements close to it.
I hereby dub thee, Sir Noobsalot.
You may now proceed to modeling and texturing this particular arrangement of polygons, as specified by the concept art, chosen by the June Order of the Monthly Noob Challenge Brotherhood.
Go forth, young noob!
I agree with ScottMichael about the typography. Perhaps try and age it a bit and show some wear and tear to better match the rest of the room?
You're right about the typography, it was bothering me for some reason but I couldn't figure out why. So I took it out for the moment.
I did some smaller tweaking around, fixed material issues, toned down the lighting (I need to use crazy small values to get it looking a bit darker) and started working on a wet floor shader:
Shader is not done yet, it doesn't do anything with the normals so the reflection is a tad noisy.
Pulling the exposure levels down a bit does wonders too I'll be playing with those values a bit until I get a better grasp on how they work.
I really like what you did on the floor
and to everyone great progress haha, I really missed working on this piece but I'm still busy working on another project .
Whoa, how'd you get that nice water/glossy look for the floor? Is this mostly
UDK tweaks?
I really liked this one, I think I'm going to go back and finish it
https://vimeo.com/115448311
I would love any advice on what programs were best and where to start, I am not really good at 3D but have to learn, no time like the present.
Right now I am using Maya and Unreal, but just could as easily switch to 3ds Max and Unity. I have no loyalty to either program as I am not fluent in any.
I am going to to try to first block it out and find all the assets and objects everyone found on this forum to help with what I can't see or recognise.
Any other help would be much appreciated.